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Pretty good start! Already I had fun with it.
I know it's a rough draft but I was wondering if the ship-boarding mechanic is going to remain that sort of ethereal mind/ship transfer. Maybe that's the right choice based on the story but when I read the premise I imagined you would be playing as a sort of person in space, with just your space suit who would then board enemy ships. As it stands you always do have a ship, even if its not yours.
Again, I don't know about the story, but I'm only looking at the actual game, and that premise could be translated to the core mechanics in a really interesting way.
Like, instead of your ship blowing up and you die, but miraculously come back to life in the same ship, what if you only had one life, but if you're quick, before your ship blows up you can eject back into space.
You could also tinker with the idea of a basic boarding mini game. It could be as simple as just pressing the fire botton repeatedly to punch open the cabin. I'm thinking of the feel of punching a guy on the ground in gunpoint. Something similar here would be coherent with the fun/absurdity of the premise.
Yep, I think that if you embrace your awesome twist you can create something with a really strong identity that can hook someone with very little exposure.
I didn't pay much attention to the story, so maybe it's brilliant and worth having the game revolve around it. But right now it seems like the idea revolves around the mechanical twist and you should probably embrace it.
Keep it up!
This game is super awesome. I love the idea and storyline of corruption. To make it easier to tell what type of ship you have maybe you can have them fire different colored lasers (like the old GI Joe cartoon).
I can't wait to see how this game changes.
I think this an interesting idea. To make this more interesting, why not make it so that each ship has a slightly different control scheme/options and abilities other than just move up, down, forward, back and fire?
I'm guessing that you're also thinking about ways that jumping to a different ship type might be a vital step in order to navigate through a difficult space.
I'd also like to see a way that capturing some ships (the more powerful or bigger ones) is more difficult. The tractor beam has to pull them into a certain range in order for the transfer to work. If the player doesn't want to risk getting shot down while pulling the ship in range, then they have to get closer to the ship before deploying the tractor beam - thereby risking getting shot by the very ship the want to take over.